The office chair has spent decades being the least threatening vehicle imaginable. Last Man Sitting objects to this character assassination. DoubleMoose Games straps a shooter to the swivel seat, sends hostile office appliances after it and turns workplace mobility into a problem for the building's insurer. Finally, a team-building exercise where the phrase 'bring your whole self to work' includes bringing several weapons.
Published by Raw Fury and released for Windows PC on March 31, 2026, this is a third-person roguelite shooter with solo play, online co-op for up to four and a separate competitive arena. The setup is proudly ridiculous, but the genre beneath it is familiar: survive waves, collect experience, choose upgrades and assemble a build that makes the next wave regret clocking in.
Reasons to look closer
The chair is a strong visual joke because it undermines shooter swagger without eliminating the swagger itself. A dramatic maneuver still looks dramatic, except somebody is doing it on furniture normally associated with spreadsheet fatigue. That contrast gives the action an identity at a glance. There are plenty of games about being an unstoppable warrior; fewer acknowledge the importance of lumbar support.
The upgrade structure supplies the longer-term invitation. Raw Fury describes more than 200 power-ups, alongside weapons, abilities and chair improvements. The attractive part of that number is the opportunity to find interactions, rather than simply the existence of a very long menu. A useful build changes your decisions. An uninteresting one makes the same decisions while the damage figures get promoted to middle management.
Take a seat, then become a problem
Last Man Sitting asks for active third-person shooting rather than treating survival as a mostly hands-off exercise. Movement, aiming and upgrading share the workload. That makes the office setting especially apt: somebody is always demanding that you multitask. At least these stakeholders are visibly hostile, which removes the ambiguity from the follow-up meeting.
Escalating waves bring ordinary enemies, minibosses and larger bosses into the mix. The structure gives a build somewhere to prove itself. The interesting question is whether an upgrade solves the threat in front of you or supports the more ambitious arrangement you hope to complete later. Roguelite greed lives in that gap. You can almost hear the confident presentation explaining why immediate survival is less important than next quarter's incredible synergy.
The new equipment request is deeply unreasonable
June's free Blast & Cast addition introduced the Blast Gun and a Spellbook variant sharing its upgrade pool. The former is a rapid-firing, short-range weapon; the latter produces electrical orbs that attack nearby enemies. It is a splendid escalation of the equipment cupboard. First somebody requests a second monitor, then somebody else insists their productivity depends on an enchanted book.
More importantly, that pairing demonstrates a useful kind of variation. Sharing an upgrade family while changing the basic attack gives players a familiar set of possibilities in a different form. It encourages comparisons instead of demanding that every new weapon arrive with its own completely separate homework assignment. The theme also survives the mechanical expansion: this workplace was already beyond sensible conduct, so introducing magic hardly requires an emergency policy revision.
Collaboration, but with more property damage
Four-player online co-op suits a game built around visible foolishness. Friends give the action an audience and make a ridiculous setup easier to enjoy without taking every mishap personally. There is an obvious distinction between wanting an efficient run and wanting an evening of shouting about armed furniture. Last Man Sitting has a pitch that accommodates both, although the latter group probably requires fewer charts.
The separate PvP mode uses a four-player king-of-the-hill tournament format. That is a helpful change of purpose: instead of sharing a disaster, everyone competes to become it. The developer's April update added control over the rounds needed to win, while May's changes loosened power-up limits. Those choices favor experimentation and adjustable sessions. Anyone seeking austere competitive purity should notice that the founding design document apparently began with an office chair and a terrible idea.
Please submit your resignation to the printer
The potential sticking point is repetition rather than the absurd premise. A wave-based roguelite asks you to enjoy returning to its central activity, and a good opening gag cannot substitute for liking that activity. If choosing builds and surviving escalating crowds sounds like overtime, the swivel seat will not magically change your preferred genre. Even the funniest chair remains a chair.
For players already receptive to active survival shooters, Last Man Sitting offers a recognizable loop with a properly daft personality. Its best argument is the combination of mechanical experimentation and social comedy, helped by solo, cooperative and competitive ways to indulge it. Bring friends if they enjoy making a mess, bring curiosity if you enjoy making a build, and leave your sensible expectations with reception. The appliances have taken over, but the seating arrangements remain excellent.